Download Settlers: Age of Tribes
Introduction
This is the time before the current settlers of Age of Tribes.
It is a time of Good versus Evil with the Dragonkin caught in the middle.
Win Conditions
Economic Victory is achieved by Good, Evil or Dragonkin alliance collecting 275 PUs.
General Information
The map has random starting territories for each faction, so hopefully it has replay value.
It is a medium sized map intended for;
· solo play
· 2 v 2 play
· there are 3 alliances, so 1 v 1 v 1 can play
· 3 v 3 is also very playable
The Factions
The Good Alliance
Imperial Humans, versatile money makers
Dwarf Defensive behind their castles
Elf Defensive hiding in their living forests
Celestials Heavenly foe of the Demons, dealing retribution from their mobile Portals
Dragonkin Alliance it was their land before the invaders (Settlers) arrived
The Evil Alliance
Al Anfa Corrupted humans, ruled by their Demon summoning Sorcerers
Orcs Debased bipeds bred for war
Undead Necromancers kill their population at 30 and they become an undead
unit.
Demons Hellish foe of the Celestials, summoned by their Sorcerers
Features
Dice are 8-sided.
Turn sequence, Combat Moves, Non-Combat Moves, Purchases then Placements.
Land, sea and air battles can only last up to 3 battle rounds.
Factions may build (Lgt-Infantry, Catapults, Town-City, Fort-Castle, Sorcerers, Necromancers in territories without a Town.
Maintenance, most units cost 1 PU to maintain per turn other units are 0 or 2 PU per turn. This dramatically reduces large defensive stacks.
Towns, Cities, Portals, Sorcerer-Towers, Runesmiths each generate 1 PU per turn.
On Turn 0, pre-game, all selected factions have a randomly placed town or equivalent on the map. This is not always fair ;-)
On Turn 1, each faction of Settlers starts with 30 PU and various units.
To help the AI, the 9 factions have themed free reinforcements up to turn 30;
The Good Alliance
Imperial 4 free PUs (every even turn 2,4,6 ...)
Dwarf 3 Forts-Castles and Hvy-Infantry (every third turn 3,6,9 …)
Elf Bow (every even turn 2,4,6 ...)
Celestials 3 Portals & Hvy-Infantry (Best played by a Human, has 4 unit types)
Dragonkin 3 Dragon & Hvy-Infantry (Best played by a Human, has 5 unit types)
The Evil Alliance
Al Anfa 3 City and Hvy-Infantry (every third turn 3,6,9 …)
Orcs Lots of Lgt-Infantry (every even turn 2,4,6 ...)
Undead Hvy-Infantry (every third turn 3,6,9 …)
Demons 2 Sorcerer-Tower and Hvy-Infantry (every third turn 3,6,9 …)
Units:
Each Faction shares some or most of the following units;
Lgt-Infantry Can be placed almost anywhere, are also Marines
Hvy-Infantry Good at defence
Bow Good v all units that move
Spear Good v Cavalry and Flyers
Lgt-Cavalry Fast moving Blitzers
Hvy-Cavalry Good at riding down all moving ground units except Spear
Catapult Can be placed almost anywhere.
Good at taking Forts, Castles, Sorcerer-Tower
Forts Protect defenders and have 2HP and self-repair 1 per turn
Castle Protect defenders and have 3HP and self-repair 1 per turn
Commander Command and inspire their large army
Necromancer Command and inspire their army
Runesmith Produces 1 PU per turn
Sorcerer Can summon 1 unit in their own territory
Wizard Cast Haste on ground units that move 1
Transport Sea Transport carry 5 Infantry units & a hero
Longboat Warship can transport 2 Infantry units & a hero
Greatship Warship can transport 3 Infantry units & a hero
Unique to Factions
Imperial Griffin, Greatship
Dwarf Runesmith
Elf Living-Forest, Eagle
Celestial Portal, Angel
Dragon Lots of Dragons
Al Anfa Winged-Demon, Sea Serpent
Orcs Vampire-Bat
Undead Necromancer, Vampire-Bat
Demon Sea-Serpent, Demonship, Horned-Demon, Winged Demon
Territory Effects:
Desert Elf:Living-Forests cannot enter Desert
Forest Elf:Living-Forest gain +1 Attack & Defence
Mountain Lgt-Cavalry, Hvy-Cavalry, Elf:Living-Forest cannot enter Mountain
Polar Lgt-Cavalry, Hvy-Cavalry, Catapult, Living-Forest cannot enter Polar
In the above territories Lgt-Infantry gain +1 Attack & Defence
In the above territories Ground units that move 2 or 3 cannot Blitz
Credits:
· Map designed by Frostion
· Shield dice images by Cernel
· Unit Images by alkexr and TheDog (with some images from
· XML help from Frostion, alkexr from their previous games and Veqryn for Pact of Steel 2 text
Units: Lgt-Infantry Hvy-Infantry Bow Spear Lgt-Cavalry Hvy-Cavalry Catapult Fort Castle Town City Portal Sorcerer-Tower Longboat Greatship Troopship Sea-Serpent Demonship Commander Runesmith Wizard Sorcerer Necromancer Horned-Demon Living-Forest NA-1 NA-2 Griffin Eagle Ancient-Dragon Dragon Young-Dragon Angel Winged-Demon Vampire-Bat
Nations: Imperial Dwarf Elf Celestial Dragonkin AlAnfa Orcs Undead Demon none